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The "viewport width/height` settings in a project are ignored for the initial window's size when running the game using F5/Debug.
For example, in a new project created using Godot 4.4-beta1, we can set:
Note that the documentation is clear about these values not only being the viewport sizes but also the initial window size.
However when running F5/Debug Play, the window (the new window from 4.4) will have a size completely unrelated, which is the last size it was set to in previous runs.
What I expect: that window should always launch with the inner area at the size specified by viewport width/height of the project.
Notes:
I didn't consider the case of the embedded window in the editor, this case is ... lets say more tricky. I only consider this an issue with the floating window, as it makes harder to check the actual player experience when launching the game.
This issue doesn't occur when running the game outside the editor - that is, the parameters works fine in normal runs.
I need to double check later but I believe the issue was not there in Godot 4.4-Dev7, because I upgraded my project from Godot 4.3-stable and each 4.4 dev versions and didnt hit that issue before. I suspect the integration of the edition buttons in the floating game window started the issue.
Steps to reproduce
Create a new project using Godot 4.4-beta1 (or upgrade an existing project (which was the case where I found the issue))
Add an empty scene as default launch scene (so that it will run when we press F5).
In the project's settings "Display/Window" set "Viewport Width/Height" to specific values (or even just note the default values)
Run the game in-editor (F5) and observe the initial window size.
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered:
Klaim
changed the title
New debug game launch does not respect specified initial window size
Viewport width/height initial window size are not respected when running the game in editor (floating window)
Jan 17, 2025
+1, and it seems Editor Settings > Run > Window Placement settings also do nothing (Rect, Screen).
Kind of a separate issue but I also can't figure out how to switch between embedding and a separate window. The only way I could do it was by turning Multiwindow off completely in Editor Settings. Is there a setting I've missed somewhere?
Kind of a separate issue but I also can't figure out how to switch between embedding and a separate window. The only way I could do it was by turning Multiwindow off completely in Editor Settings. Is there a setting I've missed somewhere?
I'm not sure I understand correctly the issue, but the setting to switch between floating window and embedded is here:
Tested versions
System information
Godot v4.4.beta1 - Windows 11 (build 22631) - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 Ti (NVIDIA; 32.0.15.6603) - AMD Ryzen 9 5900X 12-Core Processor (24 threads)
Issue description
The "viewport width/height` settings in a project are ignored for the initial window's size when running the game using F5/Debug.
For example, in a new project created using Godot 4.4-beta1, we can set:
Note that the documentation is clear about these values not only being the viewport sizes but also the initial window size.
However when running F5/Debug Play, the window (the new window from 4.4) will have a size completely unrelated, which is the last size it was set to in previous runs.
What I expect: that window should always launch with the inner area at the size specified by
viewport width/height
of the project.Notes:
Steps to reproduce
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered: